I think Rowan would still be a Fighter, either that or he'd be a Rogue that's a little more in your face than most. I don't think he'd be a Ranger.

OK, so I can use both of the base Channel Divinity abilities then right? Turn Undead and .... the other one. OK Cool.

I gotta say I don't like how complicated the powers are. People go on about how simplified the system is but then you've got these 1d6 to an enemy plus you ability bonus to hit for one ally...... Sheesh.What does the 1[W] mean again?

Tom the Fanboy
Enthusiasm over Accuracy!

"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman

Sure it makes sense if you actually read the explanations they give at the beginning of every chapter.I don't have time to read the actual explainations! I'm a one book gamer, as in, I game with people that only own one copy of the book.

I'd take the time to understand the rules better but most of my posting on the forum is while I'm at work. And sometimes when I'm actually supposed to be working. I'd promise to read the descriptions better but right now I've got this nasty head cold and all bets are off when it comes to my attention span.

Also: Algebra?! It's a trap kids! Join a sports team!

Tom the Fanboy
Enthusiasm over Accuracy!

"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman

Mostly complete, just some finishing things for you to decide on. I went with Fighter and some tactical powers. Don't worry about three magic items at level 2; everything uses the same level system now, so those are minor ones.

I also left explanatory notes. There's other magic items that could be chosen; feel free to give me pointers on what you want. You get one of your level +1, one of your level and one of your level -1 when you start at higher than level 1. (They simplified that. A lot. I like that. Making high-level characters is now *Fun* ) You also get GP equal to a magic item of your level -1.

Also, Rapiers unfortunately don't seem worth the feat. Longswords are pretty much the same and cheaper. Hopefully, Light Blade confers some worthwhile bonus. Otherwise, I'll house-rule so they're worth it.. I'll ask about that on the WotC forum.

Adventuring Equipment: They stuck the generally-useful stuff into a Standard Adventurer's Kit so you can buy the list with one entry. Other than that, starting at higher levels you pretty much point and grab for mundane stuff. You're at level 2, though, so don't get carried away. I'll translate the list into 4e terms. Stuff like Alchemists Fire isn't in the PHB; hopefully, it will be back in a sourcebook.

Sorry for the delay; I was going to do this earlier but got caught up.

@Tom: You almost only need the PHB; the only thing you need the DMG for is because of some silly reason they stuck the 'Starting at higher levels' rules in the DMG - But I can simply post that. It's pretty simple. Most of it I've posted; the rest is you get a level 2 Utility Power - Which I forgot to give Rowan. Oops.

Back to Thunderhowl: So - What do you want? A Daily that gives you Regen 2 + Con mod when under half-hit points? (Not worth as much as it sounds; mostly, it means a lone minion isn't a danger anymore - Two level 1 PCs took out an Elite with Regen 5 without too much trouble, considering the encounter was 1.5 to 1 odds against (Two Minion guards)), an Encounter power that lets you slide someone two squares towards you? (Not too useful - There's no 'squishies' to save), an Encounter power that lets you cancel Combat Advantage on an attack? (Some powers get more useful with Combat Advantage) or a Daily power that gives you 2d6 + Con mod Temporary HP? (About even with the Regen, considering the Regen only gets you up to half - IF you can keep your damage-taking down).

New house-rule for Rapiers: If you pay a feat for proficiency, you get +4 To-Hit for proficiency instead of +3. This is because rapiers are meant as Rogue weapons; this makes them viable for other classes, hopefully without nerfing them for rogues. Note that down on the charsheet.

How would you feel about doing a bit of plot-related stuff instead of dungeon-crawling? DC'ing seemed more interesting at the start than it actually seemed to get...Especially with players dropping. Heh.

I think the sheet looks fine. I don't understand any of it so far, but I'll pick it up in time I'm sure. I think the frustrating thing about 4e is that instead of playing a light, dashing swashbuckler, I'm now playing a Tank with a gimped build.

A Zen Koan:A Master said unto his Student,"I Own you, Bitch. Know this."And the Student was Owned,And Knew it.

Thunderhowl wrote:I think the sheet looks fine. I don't understand any of it so far, but I'll pick it up in time I'm sure. I think the frustrating thing about 4e is that instead of playing a light, dashing swashbuckler, I'm now playing a Tank with a gimped build.

Yeah, character conversion isn't as fun as it was from AD&D to 3.0 It's like they're saying "Shut your mouth and know your ROLE." Almost literally in some parts of the book.

Tom the Fanboy
Enthusiasm over Accuracy!

"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman

Narf the Mouse wrote:http://mouseproducedgames.com/Rowan.pdfI also left explanatory notes. There's other magic items that could be chosen; feel free to give me pointers on what you want. You get one of your level +1, one of your level and one of your level -1 when you start at higher than level 1. (They simplified that. A lot. I like that. Making high-level characters is now *Fun* ) You also get GP equal to a magic item of your level -1.

I'm cool with letting you pick. Pick something neat and utility, in the same vein as a Heward's Handy Haversack, or a Decanter of Endless Water, or something of that stripe. Something that's not really useful in a combat, but would be awesome for day to day stuff.

Narf the Mouse wrote:Adventuring Equipment: They stuck the generally-useful stuff into a Standard Adventurer's Kit so you can buy the list with one entry. Other than that, starting at higher levels you pretty much point and grab for mundane stuff. You're at level 2, though, so don't get carried away. I'll translate the list into 4e terms. Stuff like Alchemists Fire isn't in the PHB; hopefully, it will be back in a sourcebook.

Narf the Mouse wrote:Back to Thunderhowl: So - What do you want? A Daily power that gives you 2d6 + Con mod Temporary HP? (About even with the Regen, considering the Regen only gets you up to half - IF you can keep your damage-taking down.)

This one sounds good, I guess.

Um...anything else I need to choose? The new stuff is so different from 3.5 that I'm having a hard time getting my head around it.

A Zen Koan:A Master said unto his Student,"I Own you, Bitch. Know this."And the Student was Owned,And Knew it.

Hey, guys.I'm really, really, sorry for dropping, Work side-swiped me with a damn'-near six-month deployment.Yes, thats on a ship, in the middle of the coean, with really shitty internet...Working.

I think this is the first time I've even pulled up Weregeek, since.

Whats the haps? Are Tom and Thunderhowl the only two left?

EDIT:4e games, to-hit & damage - weapon attacks:Basically a raw STR vs. AC check. You're level two, so your BAB is one.the formula is something like:(L0.5)+STR Bonus+Proficency+Misc Modifiers where L= Your character LevelAs for Damage, I don't know that too well, as far as I know, its just |W|+STR Mod.The only char I've "rolled up" (Okay, it was point-Buy!) is a Wizard. Damage is right there in the spell descrip.

"Justice is the Art of the Thief"
~Socrates~
"Weapons and armor are for those who lack skill, Honor and courage"
~Drunken Monk to a Paladin in the tavern. No bystanders were harmed in the ensuing brawl~

Thanatos5150 wrote:Hey, guys.I'm really, really, sorry for dropping, Work side-swiped me with a damn'-near six-month deployment.Yes, thats on a ship, in the middle of the coean, with really shitty internet...Working.

I think this is the first time I've even pulled up Weregeek, since.

Whats the haps? Are Tom and Thunderhowl the only two left?

EDIT:4e games, to-hit & damage - weapon attacks:Basically a raw STR vs. AC check. You're level two, so your BAB is one.the formula is something like:(L0.5)+STR Bonus+Proficency+Misc Modifiers where L= Your character LevelAs for Damage, I don't know that too well, as far as I know, its just |W|+STR Mod.The only char I've "rolled up" (Okay, it was point-Buy!) is a Wizard. Damage is right there in the spell descrip.

Hey...no worries man, we at least knew that you would be unable to post frequently. Welcome back! Tom and I are the only ones left, but if you can convert your character to 4e, I'm sure we'd welcome you back with open arms.

Regarding the math above...uh...so I roll a d20? If I roll it, can you guys tell me if I hit or anything? Math=Hard. I'm one of those guys who learns how to play a game by doing it, rather than having someone explain it to me. I'm sure I'll be ok after a combat or three.If I understand what you said, I roll a d20, add 1 for my level (2x0.5), add my STR bonus, add my proficiency bonus (whatever that is) and add my Misc. Modifiers (whatever they are). That sound right?

A Zen Koan:A Master said unto his Student,"I Own you, Bitch. Know this."And the Student was Owned,And Knew it.

Thanatos5150 wrote:Hey, guys.I'm really, really, sorry for dropping, Work side-swiped me with a damn'-near six-month deployment.Yes, thats on a ship, in the middle of the coean, with really shitty internet...Working.

I think this is the first time I've even pulled up Weregeek, since.

Whats the haps? Are Tom and Thunderhowl the only two left?

EDIT:4e games, to-hit & damage - weapon attacks:Basically a raw STR vs. AC check. You're level two, so your BAB is one.the formula is something like:(L0.5)+STR Bonus+Proficency+Misc Modifiers where L= Your character LevelAs for Damage, I don't know that too well, as far as I know, its just |W|+STR Mod.The only char I've "rolled up" (Okay, it was point-Buy!) is a Wizard. Damage is right there in the spell descrip.

Hey...no worries man, we at least knew that you would be unable to post frequently. Welcome back! Tom and I are the only ones left, but if you can convert your character to 4e, I'm sure we'd welcome you back with open arms.

Regarding the math above...uh...so I roll a d20? If I roll it, can you guys tell me if I hit or anything? Math=Hard. I'm one of those guys who learns how to play a game by doing it, rather than having someone explain it to me. I'm sure I'll be ok after a combat or three.If I understand what you said, I roll a d20, add 1 for my level (2x0.5), add my STR bonus, add my proficiency bonus (whatever that is) and add my Misc. Modifiers (whatever they are). That sound right?

Yeah, thats itSorry, but I wrote alot more, total post-fu failure occured.

"Justice is the Art of the Thief"
~Socrates~
"Weapons and armor are for those who lack skill, Honor and courage"
~Drunken Monk to a Paladin in the tavern. No bystanders were harmed in the ensuing brawl~